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116 lines
3.5 KiB
116 lines
3.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=====================================================================================// |
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#include "cbase.h" |
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#include "weapon_sdkbase.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// the 1 / 2 / 3 respectively are all identical in our template mod to start, I've made the base ones (pc_class1, pc_class2, pc_class3) and then duplicated them for the teams. |
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//Tony; for our template we have two versions. |
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#if defined ( SDK_USE_PLAYERCLASSES ) && defined ( SDK_USE_TEAMS ) |
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const char *pszTeamBlueClasses[] = |
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{ |
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"blue_class1", |
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"blue_class2", |
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"blue_class3", |
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NULL |
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}; |
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const char *pszTeamRedClasses[] = |
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{ |
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"red_class1", |
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"red_class2", |
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"red_class3", |
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NULL |
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}; |
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ConVar mp_limit_blue_class1( "mp_limit_blue_class1", "-1", FCVAR_REPLICATED, "Class limit for Blue class 1" ); |
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ConVar mp_limit_blue_class2( "mp_limit_blue_class2", "-1", FCVAR_REPLICATED, "Class limit for Blue class 2" ); |
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ConVar mp_limit_blue_class3( "mp_limit_blue_class3", "-1", FCVAR_REPLICATED, "Class limit for Blue class 3" ); |
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ConVar mp_limit_red_class1( "mp_limit_red_class1", "-1", FCVAR_REPLICATED, "Class limit for Red class 1" ); |
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ConVar mp_limit_red_class2( "mp_limit_red_class2", "-1", FCVAR_REPLICATED, "Class limit for Red class 2" ); |
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ConVar mp_limit_red_class3( "mp_limit_red_class3", "-1", FCVAR_REPLICATED, "Class limit for Red class 3" ); |
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//Tony; not using teams, but we are using classes |
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#elif defined ( SDK_USE_PLAYERCLASSES ) && !defined( SDK_USE_TEAMS ) |
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const char *pszPlayerClasses[] = |
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{ |
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"pc_class1", |
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"pc_class2", |
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"pc_class3", |
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NULL |
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}; |
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ConVar mp_limit_pc_class1( "mp_limit_pc_class1", "-1", FCVAR_REPLICATED, "Class limit for class 1" ); |
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ConVar mp_limit_pc_class2( "mp_limit_pc_class2", "-1", FCVAR_REPLICATED, "Class limit for class 2" ); |
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ConVar mp_limit_pc_class3( "mp_limit_pc_class3", "-1", FCVAR_REPLICATED, "Class limit for class 3" ); |
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#endif |
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const char *pszTeamNames[] = |
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{ |
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"#SDK_Team_Unassigned", |
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"#SDK_Team_Spectator", |
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#if defined ( SDK_USE_TEAMS ) |
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"#SDK_Team_Blue", |
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"#SDK_Team_Red", |
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#endif |
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}; |
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//Tony; We need to precache all possible player models that we're going to use |
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const char *pszPossiblePlayerModels[] = |
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{ |
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SDK_PLAYER_MODEL, |
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"models/player/american_rifleman.mdl", |
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"models/player/german_rifleman.mdl", |
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NULL |
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}; |
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// ----------------------------------------------------------------------------- // |
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// Global Weapon Definitions |
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// ----------------------------------------------------------------------------- // |
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//-------------------------------------------------------------------------------------------------------- |
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static const char * s_WeaponAliasInfo[] = |
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{ |
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"none", // WEAPON_NONE |
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"mp5", // SDK_WEAPON_MP5 |
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"shotgun", // SDK_WEAPON_SHOTGUN |
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"grenade", // SDK_WEAPON_GRENADE |
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"pistol", // SDK_WEAPON_PISTOL |
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"crowbar", // SDK_WEAPON_CROWBAR |
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NULL, // WEAPON_NONE |
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}; |
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//-------------------------------------------------------------------------------------------------------- |
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// |
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// Given an alias, return the associated weapon ID |
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// |
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int AliasToWeaponID( const char *alias ) |
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{ |
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if (alias) |
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{ |
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for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i ) |
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if (!Q_stricmp( s_WeaponAliasInfo[i], alias )) |
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return i; |
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} |
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return WEAPON_NONE; |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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// |
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// Given a weapon ID, return its alias |
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// |
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const char *WeaponIDToAlias( int id ) |
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{ |
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if ( (id >= WEAPON_MAX) || (id < 0) ) |
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return NULL; |
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return s_WeaponAliasInfo[id]; |
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} |
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